/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueNotifyTypes.h
Set of effects to spawn for a single event, used by all gameplay cue notify types.
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType)) struct FGameplayCueNotify_BurstEffects
FGameplayCueNot...
BurstCameraLensEffect
Camera lens effect to be played on gameplay cue execution. This should never use a looping effect!
FGameplayCueNot...
BurstCameraShake
Camera shake to be played on gameplay cue execution. This should never use a looping effect!
FGameplayCueNot...
BurstDecal
Decal to be spawned on gameplay cue execution. Actor should have fade out time or override should be set so it will clean up properly.
FGameplayCueNot...
BurstDevicePropertyEffect
Input device properties to be applied on gameplay cue execution.
FGameplayCueNot...
BurstForceFeedback
Force feedback to be played on gameplay cue execution. This should never use a looping effect!
TArray<FGamepl...
BurstParticles
Particle systems to be spawned on gameplay cue execution. These should never use looping effects!
TArray<FGamepl...
BurstSounds
Sound to be played on gameplay cue execution. These should never use looping effects!